@ -323,7 +323,7 @@ used instead of binding the buffers and specifying vertex attribute pointers
in each @ ref draw ( ) call . The engine tracks currently bound VAO and currently
active shader program to avoid unnecessary calls to @ fn_gl { BindVertexArray } and
@ fn_gl { UseProgram } . Mesh limits and implementation - defined values ( such as
@ ref maxVertexAttributes ( ) ) are cached , so repeated queries don ' t result in
@ ref maxElementIndex ( ) ) are cached , so repeated queries don ' t result in
repeated @ fn_gl { Get } calls .
If extension @ extension { EXT , direct_state_access } and VAOs are available ,
@ -365,15 +365,13 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
UnsignedInt = GL_UNSIGNED_INT
} ;
# ifdef MAGNUM_BUILD_DEPRECATED
/**
* @ brief Max supported vertex attribute count
*
* The result is cached , repeated queries don ' t result in repeated
* OpenGL calls . This function is in fact alias to
* @ ref AbstractShaderProgram : : maxVertexAttributes ( ) .
* @ see @ ref addVertexBuffer ( )
* @ copybrief AbstractShaderProgram : : maxVertexAttributes ( )
* @ deprecated Use @ ref AbstractShaderProgram : : maxVertexAttributes ( ) instead .
*/
static Int maxVertexAttributes ( ) ;
CORRADE_DEPRECATED ( " use AbstractShaderProgram::maxVertexAttributes() instead " ) static Int maxVertexAttributes ( ) ;
# endif
# ifndef MAGNUM_TARGET_GLES2
/**
@ -697,8 +695,8 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
* must be at most 255 bytes . This is not required anywhere else ,
* but doing so may have performance benefits .
*
* @ see @ ref addVertexBufferInstanced ( ) , @ ref maxVertexAttributes ( ) ,
* @ ref setPrimitive ( ) , @ ref set Count ( ) , @ fn_gl { BindVertexArray } ,
* @ see @ ref addVertexBufferInstanced ( ) , @ ref setPrimitive ( ) ,
* @ ref setCount ( ) , @ fn_gl { BindVertexArray } ,
* @ fn_gl { EnableVertexAttribArray } , @ fn_gl { BindBuffer } ,
* @ fn_gl { VertexAttribPointer } or
* @ fn_gl_extension { EnableVertexArrayAttrib , EXT , direct_state_access } ,
@ -722,8 +720,8 @@ class MAGNUM_EXPORT Mesh: public AbstractObject {
* ES 3.0 or @ es_extension { OES , vertex_array_object } in OpenGL ES 2.0 is
* available , the vertex array object is used to hold the parameters .
*
* @ see @ ref maxVertexAttributes ( ) , @ ref setPrimitive ( ) ,
* @ ref setCount ( ) , @ ref setInstanceCount ( ) , @ ref set BaseInstance ( ) ,
* @ see @ ref setPrimitive ( ) , @ ref setCount ( ) , @ ref setInstanceCount ( ) ,
* @ ref setBaseInstance ( ) ,
* @ fn_gl { BindVertexArray } , @ fn_gl { EnableVertexAttribArray } ,
* @ fn_gl { BindBuffer } , @ fn_gl { VertexAttribPointer } ,
* @ fn_gl { VertexAttribDivisor } or